Fiche du jeu / ROGUE BY ROGUEGod of Weapons
Texte original · AnglaisEmbark on a thrilling journey in God of Weapons, an action roguelike where you must ascend the tower of Zhor to reclaim the last light for the world. To survive the monster onslaught on each tower's level, you'll need to obtain and carefully organize weapons and accessories in your inventory.
Notre note
Classé après évaluation des cinq critères
Jeu répertorié. Évaluation à venir.
Ce jeu n’a pas encore été évalué selon nos cinq critères. Consultez ses informations et les documents externes en attendant.
Critiques vidéo
Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.
D’autres voix, à titre indicatif.
Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.
Synthèse des discussions
Texte original · AnglaisAn isometric bullet-heaven / survivors-like action roguelite by Imagine Games where weapons auto-attack and you build by fitting shaped weapons and accessories into a limited grid backpack between waves while climbing the tower of Zhor.
Texte original · AnglaisSteam players rate it Very Positive (about 84 percent positive across roughly 5,250 reviews in the local Steam data), and the common verdict is a cheap, addictive Brotato-meets-Backpack-Battles hybrid whose inventory puzzle carries it. Critics are fewer and more split: Metacritic shows a 74 Metascore from just 4 Xbox Series X reviews (ranging 60 to 90) and a 5.1 user score from 7 ratings. The praise is for the inventory twist, class variety and value; the complaints are repetitive arenas, weak balance, poor readability and clunky UI and controller support. It is not abandoned: a large free update plus the Eternal Nightmare DLC shipped in May 2025, Xbox arrived in June 2025 (PS5 announced), and 1.5.x patches continued through mid 2025, with recent Steam reviews still positive.
Ce que les joueurs apprécient
- Texte original · AnglaisThe grid-inventory puzzle (rotate and place weapons, gems and accessories, adjacency bonuses) is the standout hook and is often described as more important than the combat itself
- Texte original · AnglaisLow price and high value: many reviewers say it is easily worth around 6 dollars, and several 100-plus-hour players say it has held up
- Texte original · AnglaisWide roster: around 8-10 classes with 3 subclasses each, and 250-plus items, giving build variety and lots of unlocks/achievements to chase
- Texte original · AnglaisDodge/dash movement gives more skill expression than Vampire Survivors-style games, and it is easy to learn and addictive in 30-60 minute sessions
- Texte original · AnglaisBeing able to swap gear mid-run softens bad RNG compared with other survivors-likes
- Texte original · AnglaisSatisfying audio/visual feedback once a synergistic build comes online; reviewers also praise character designs and the soundtrack
- Texte original · AnglaisPost-launch support: auto-save/resume, Endless Mode, Favour/Banish system, training dummy, extra enemies, bosses and weapons were added in free updates
Ce que les joueurs critiquent
- Texte original · AnglaisMaps and runs feel monotonous: small, samey arenas with little to do beyond core combat, and uninteresting bosses
- Texte original · AnglaisReadability is poor: dark, muddy brown/grey palette, enemies and projectiles blend into the map, and screens get cluttered with swarms; some players report getting stuck on unseen obstacles
- Texte original · AnglaisBalance is uneven: a few dominant builds (lifesteal, lightning staff, stand-still reroll strategies) trivialise the game while most items, classes and melee weapons feel ignorable; difficulty tiers barely change the experience for some
- Texte original · AnglaisUI and inventory handling is clunky: sell/use/combine buttons sit close together with no undo, combining cost is revealed late, limited put-aside slots, dragging restrictions, and lingering screens
- Texte original · AnglaisController support is widely reported as incomplete or broken despite the store claiming full support (fixed dash/aim bindings, cannot preview shop items with a pad)
- Texte original · AnglaisBugs: crashes, UI freezes when using upgrade items, bugged achievements that some players say were unfixed for years
- Texte original · AnglaisThin meta-progression and little story or world-building, so there is not much reason to stay invested outside of runs
- Texte original · AnglaisHitbox and camera angle complaints: weapons (especially melee) miss, and enemies are hard to judge positionally
- Texte original · AnglaisPre-run character select / walk-around hub and general menus are called clunky and poorly designed by several negative reviewers
Caractéristiques distinctives
- Texte original · AnglaisCombines a survivors-like/bullet heaven loop with a Resident Evil or Backpack Battles style tetromino grid inventory where placement drives stats
- Texte original · AnglaisIsometric action roguelike with an active dodge/dash rather than purely static movement
- Texte original · AnglaisRun-specific risk/reward modifiers: e.g. more XP but tougher enemies, or extra inventory slots at the cost of elite spawns
- Texte original · AnglaisSubclass system (ten classes, three variants each) plus gems, anvil upgrades, weapon combining and, in the DLC, summon item types and an Infinity Mode
- Texte original · AnglaisA large item pool (250-plus) with a Favour/Banish system to steer drops
Points qui divisent
- Texte original · AnglaisInventory management is either the best part or the most tiresome part; engagement with it decides whether people like the game
- Texte original · AnglaisClass distinctiveness: some find each class plays in its own enjoyable way, others say classes and gameplay blend together
- Texte original · AnglaisDifficulty: some runs are frustratingly hard at first and then game-breakingly easy, while high difficulty tiers are praised by a few as the real challenge
- Texte original · AnglaisThe DLC is seen by some as adding good value and new systems, by others as unneeded complexity
Répétition et contraintes
- Texte original · AnglaisSpending long stretches optimising the grid for marginal gains, then dying quickly; reviewers joke the game is 95 percent shop menu
- Texte original · AnglaisRNG-heavy item offers with few banishes (5 per run) and a currency for tweaking odds that is only reliably farmed on the top difficulties
- Texte original · AnglaisLong runs and repetitive single-room arenas; several players felt they had seen everything in around 2 hours
- Texte original · AnglaisLate-game degenerates into an idle loop of standing still and rerolling the shop for known strong items
- Texte original · AnglaisAchievement completion needs the paid DLC and some achievements are bugged, which frustrates completionists
- Texte original · AnglaisMultiple clicks and fiddly menu steps to move, sell or upgrade items, plus easy misclicks
Améliorations espérées
- Texte original · AnglaisFundamental rebalancing of items, classes and weapons rather than more content, so more than a handful of builds are viable
- Texte original · AnglaisBetter onboarding: tutorials and explanations for inventory rules, weapon placement restrictions and currencies (Tech-Gaming scored accessibility lowest for this)
- Texte original · AnglaisImprove visual clarity with a brighter palette, stronger enemy/projectile contrast and a bigger roll-ready indicator
- Texte original · AnglaisInventory QoL: undo for accidental sells, drag-and-drop over items, more stash slots, combine-cost preview, clearer selection state
- Texte original · AnglaisProper controller support with rebinding and full shop/inventory navigation
- Texte original · AnglaisMore varied stage layouts and more distinct classes; deeper, more imaginative item interactions than simple adjacency bonuses; stackable/upgradable duplicates were also asked for
Texte original · AnglaisLaunched on PC Sep 12, 2023 at a low price (about 5.99 USD currently) and built a steady audience; SteamSpy-style data estimates 200k-500k owners and a peak around 300 concurrent players at the time of capture. Steam lists no Metacritic score; the Metacritic page exists only for the Xbox Series X version (4 critic reviews, 7 user ratings, so very low sample size). No OpenCritic entry was found. The free May 11, 2025 update added auto-save, Favour/Banish, Endless Mode, a training dummy, and status-effect redesign, and the paid Eternal Nightmare DLC (new character, mechanics, weapons, Infinity Mode) released the same day. Xbox release came Jun 12, 2025 with PS5 announced. Patches 1.5.62 to 1.5.65 (May-Jun 2025) fixed controller dashing, FPS cap, freezing, Steam Deck and ultrawide issues and added quick-sell. Steam thread lists still show controller, inventory-lock and achievement bugs, and a locked God of Weapons 2 discussion. Note: my web search budget was exhausted, so community coverage relies on the Steam review file, Steam community pages and critic reviews rather than Reddit (Reddit fetch is blocked).
Sources communautaires
- Texte original · AnglaisTop helpful positive and negative English Steam reviews (local file) ↗
- Texte original · AnglaisLocal Steam metadata: appid 2342950, review counts, tags, SteamSpy owners, revenue estimate ↗
- Texte original · AnglaisSteam store page: release, DLC, tags, review summary, language support ↗
- Texte original · AnglaisDeveloper announcements and patch notes (DLC, free update, Xbox/PS5, 1.5.6x patches) ↗
- Texte original · AnglaisCommunity thread titles: controller issues, inventory lock bug, achievement bugs, GoW2 request ↗
- Texte original · AnglaisMetacritic Xbox Series X: Metascore 74 (4 reviews), user score 5.1 (7 ratings) ↗
- Texte original · AnglaisList of the four critic reviews and scores ↗
- Texte original · AnglaisTheXboxHub review (90/100): Vampire Survivors alternative, inventory twist praised, repetitiveness noted ↗
- Texte original · AnglaisXbox Tavern review (8/10): class variety, grid inventory, no quick resume, monotony risk ↗
- Texte original · AnglaisTech-Gaming review (65): unique inventory system but almost no tutorials, repetitive design ↗
- Texte original · AnglaisBoxleiter-based revenue estimate (about 477k gross, 141k net) ↗
Commentaires archivés du créateur 1
Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.
Texte original · AnglaisTier list Part 2 (2024)
Texte original · AnglaisGod of Weapons is a single-level horde/bullet-heaven game that adds a shop and inventory-management layer between rounds, where item placement changes what items do. He likes how well the inventory system fits the bullet-heaven gameplay and the variety of builds. His main complaint is that a huge amount of content is locked behind slow meta-progression that competes with character power upgrades. Once things are unlocked he finds it very replayable and satisfying. He ranks it among the better games of its kind, placing it just under Death Must Die.
Ce que le créateur apprécie
- Texte original · AnglaisCombines bullet-heaven with inventory-management, a pairing that fits well
- Texte original · AnglaisItem placement in the inventory changes what items do, which is fun
- Texte original · AnglaisMany different builds are possible
- Texte original · AnglaisGreat replayability once enough characters and items are unlocked
- Texte original · AnglaisFull of content, with hundreds of unlockable items
- Texte original · AnglaisVery satisfying when unlocks come quickly
Problèmes relevés par le créateur
- Texte original · AnglaisMassive amount of content locked behind meta-progression
- Texte original · AnglaisFirst few runs feel repetitive because the same items show up every time
- Texte original · AnglaisUnlocking items takes too long
- Texte original · AnglaisUnlock currency is the same one needed to upgrade the character, forcing a choice between being stronger and unlocking variety
- Texte original · AnglaisTakes a long time before the game gets interesting
Observations sur la conception
- Texte original · AnglaisMerges vampire-survivors-style bullet heaven with backpack-style inventory management in the shop between rounds
- Texte original · AnglaisItem positioning in the inventory affects item behavior, giving build depth
- Texte original · AnglaisDesign lesson: separate character power upgrades from content unlocks, possibly with a second currency despite his usual dislike of multiple currencies


